Marvel Vs. Capcom 3: Fate of Two Worlds Walkthrough & Strategy Guide

Sentinel is one of the early favorites in the game as his ability to deal damage in short order is unrivaled. Even simple combos can result in lots of hurt for the opponent, and doubly so if you can catch an assist. A simple OTG combo into Rocket Punch canceled with Hyper Sentinel Force is a common bread-and-butter way to pile on damage.

But Sentinel is big, and getting combo opportunities can be tough without some solid mix-up tactics. Which we've got. 1) Use the fying pan. Use ju(S) to swat incoming opponents out of the air and set them up for OTG combos. Sentinel's got super armor, which means an incoming attack won't stop his own attacks. You can eat an opponent's jump-in and still tag him with the almighty frying pan. 2) Throw out cr(M) to hit the opponent low. Sentinel's cr(M) has tons of range and hits multiple times, letting you easily hit-confirm into a (S) launcher or Rocket Punch combo. 3) Jump at the opponent with ju(H) for a quasi-instant overhead. It's not the fastest "instant overhead" around, but Sentinel's ju(H) will hit most crouching opponents if executed immediately after a jump.

Combos and raw damage aren't Sentinel's only strengths. The versatility of his zoning game helps him when defensive opponents play a solid game. Use his (H) cr(H) quasi-combo (the second attack cancels the first) from a distance and cancel into (M) Sentinel Force for added pressure from afar. His excellent α-type assist will help other point characters with zoning, as well as with setting up combo opportunities.

"Sentinel is a pretty direct character. He's very versatile and has the most health in the game and one of the highest damage outputs. He has a huge launcher to get people into the air, and has some of the most damaging close-range combos. And yet he's also good from a distance. Use his drone attacks as well as his Rocket Punch and strong attacks, which fire laser cannons that cover the screen. He's effective at keepaway, but if you see a drone is about to hit someone, dash on in and get ready to launch them for some combos."

Sentinel Combos

Basic Combo

throw + (L) xx + (ATK) + (ATK) (H)

This combo utilizes one of Sentinel's greatest mix-up assets: His ability to combo out of throws. Throw the opponent from anywhere on screen and you can OTG (off-the-ground) him with a (L) Rocket Punch. Cancel that Rocket Punch into his Hyper Sentinel Force for huge damage. You can typically tack on a (H) attack as Hyper Sentinel Force ends for a bit more damage.

Jump at the opponent with ju(H) ju(S) for a quick overhead attack that bounces him on the ground. Sentinel can then launch the opponent, combo into Rocket Punch and cancel Rocket Punch with the Hard Drive hyper combo for some very respectable damage.

A'ight kids, listen up. This combo starts with Sentinel's excellent cr(M) attack which can be hit-confirmed into (S) to start the air combo. After chasing the opponent into the air, land the quick string detailed above and cancel it by activating Flight. There's a slight pause after Flight activation before you can attack so your timing must be pretty precise for the second air string combo. After finishing the second air string, cancel the last hit by de-activating Flight. Immediately hit the opponent with a sj(M) as Sentinel falls and then very quickly tap to air-jump and land a couple more hits to knock the opponent to the ground. Once on the ground, bring out the bread-and-butter OTG. If you're in a corner, you can even tack on a Plasma Storm hyper combo after Hyper Sentinel Force is done.